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[M] (2) "Before I sleep" - Page 3

Forum Index > SC2 Maps & Custom Games
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Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2013-02-04 07:56:03
February 04 2013 07:55 GMT
#41
--- Nuked ---
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 04 2013 08:02 GMT
#42
On February 04 2013 16:55 Sated wrote:
Show nested quote +
On February 02 2013 19:56 SiskosGoatee wrote:
On February 02 2013 19:31 InfCereal wrote:I'd much rather a map have its own meta than the map fit the meta.
Honestly, I liked the game more back when you had to use a different strat for every single map. Maybe it was just because the game was new but I recall myself having a childlike enthusiasm for SC2 back in the days of mass void raying on scrap station simply because it was a strat that only worked on scrap station. Nowadays you can do the same strat on every single map and seeing the same opener every single game bores the hell out of me. I 11p every ZvP because everyone FFE's anyway.

Back then, expanding was a decision rather than a build order and I like that more. You would actually scout, check what your opponent was up to and then decide if it was safe to expand or not. I remember Husky having his usual stupid comments about why supposedly pros would FE so often while many of his viewers tended to die when they did that and he jabbered on about how their micro was so good that they could hold it or whatever. No smarty, they scouted and determined if it was safe to so.

Raises the skill ceiling of the game and all.

I still tailor my builds to the type of map and the build that I expect my opponent is likely/unlikely to use. Certain maps are good for pressure as Protoss for different reasons in different match-ups, and some are better for turtling in different match-ups. If you're as "good" as you claim to be, you'd realise that...

Making a bad map because you want it to have its own meta is silly. People just won't play the map, because they don't want to have to make time for it.
Oh please, link me a single recent PvZ game that didn't start with a forge FE. I'm pretty sure if you ported those protoss players to XNC they wouldn't forge FE.

You barely can get around forge FE any more these days, maps force it because a single spine stops any and all pressure.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
moskonia
Profile Joined January 2011
Israel1448 Posts
February 04 2013 08:06 GMT
#43
On February 04 2013 09:35 EatThePath wrote:
Objectively bad map: 64x64 flat ground with starting locations within creep of each other.

Games that you play on ladder have little bearing on whether a map is good or not.

OMG just imagining the meta on such kind of map is awesome, basically you don't want to attack, since than the opponent might have an extra drone a bit later, so this would lead that both will drone up until they saturate, or maybe before that time you will get a few drones to try and reduce the enemy mining time. I would love to see decent players seriously try to figure such a map out Of course it would get boring fast, but 2-3 games on it should be really unique and cool.
Unsane
Profile Joined September 2010
Canada170 Posts
February 04 2013 09:16 GMT
#44
On February 04 2013 16:55 Sated wrote:
Show nested quote +
On February 02 2013 19:56 SiskosGoatee wrote:
On February 02 2013 19:31 InfCereal wrote:I'd much rather a map have its own meta than the map fit the meta.
Honestly, I liked the game more back when you had to use a different strat for every single map. Maybe it was just because the game was new but I recall myself having a childlike enthusiasm for SC2 back in the days of mass void raying on scrap station simply because it was a strat that only worked on scrap station. Nowadays you can do the same strat on every single map and seeing the same opener every single game bores the hell out of me. I 11p every ZvP because everyone FFE's anyway.

Back then, expanding was a decision rather than a build order and I like that more. You would actually scout, check what your opponent was up to and then decide if it was safe to expand or not. I remember Husky having his usual stupid comments about why supposedly pros would FE so often while many of his viewers tended to die when they did that and he jabbered on about how their micro was so good that they could hold it or whatever. No smarty, they scouted and determined if it was safe to so.

Raises the skill ceiling of the game and all.

I still tailor my builds to the type of map and the build that I expect my opponent is likely/unlikely to use. Certain maps are good for pressure as Protoss for different reasons in different match-ups, and some are better for turtling in different match-ups. If you're as "good" as you claim to be, you'd realise that...

Making a bad map because you want it to have its own meta is silly. People just won't play the map, because they don't want to have to make time for it.


Imagine if players needed more than one build.
"What is the plural of y'all? All y'all." -Day9
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 04 2013 18:45 GMT
#45
On February 04 2013 17:06 moskonia wrote:
Show nested quote +
On February 04 2013 09:35 EatThePath wrote:
Objectively bad map: 64x64 flat ground with starting locations within creep of each other.

Games that you play on ladder have little bearing on whether a map is good or not.

OMG just imagining the meta on such kind of map is awesome, basically you don't want to attack, since than the opponent might have an extra drone a bit later, so this would lead that both will drone up until they saturate, or maybe before that time you will get a few drones to try and reduce the enemy mining time. I would love to see decent players seriously try to figure such a map out Of course it would get boring fast, but 2-3 games on it should be really unique and cool.

But ZvT and ZvP would be completely imba.
Comprehensive strategic intention: DNE
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
Last Edited: 2013-02-04 20:04:45
February 04 2013 19:59 GMT
#46
Sigh. I'm going to ignore your blatant ignorance of FFE (from why it's better to why it is not the reason PvZ is awful) to your poor understanding as to why Protoss match ups are a mess in general, and even why half bases do the opposite of what you want them to do, simply for the sake of discussion. Basically, I'm going to assume that you can FFE and hold a third in PvZ on this map.

That being said it's a Daybreak clo- actually it's an Abyssal City clone. =( It's uncanny. Yeah, the centre, chokes, and routs are different but I don't think it's different enough. =( It's enough to be a mod of a map but a different map in total would be up to debate.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-02-04 23:48:07
February 04 2013 23:47 GMT
#47
On February 05 2013 04:59 Drake Merrwin wrote:
Sigh. I'm going to ignore your blatant ignorance of FFE (from why it's better to why it is not the reason PvZ is awful) to your poor understanding as to why Protoss match ups are a mess in general, and even why half bases do the opposite of what you want them to do, simply for the sake of discussion. Basically, I'm going to assume that you can FFE and hold a third in PvZ on this map.
Son, this is a hots map, you know that FFE happens on Howling peak in Hots right? The assertion that you cannot nexus wall in HotS is bull.shit because it happens. It's also bullshit in Wings because it happened all the time on Antiga and many people choose to nexus wall even on Ohana for stylistic reasons.

If you seriously think nexus walls aren't viable in either game then you don't understand FFE yourself.

That being said it's a Daybreak clo- actually it's an Abyssal City clone. =( It's uncanny. Yeah, the centre, chokes, and routs are different but I don't think it's different enough. =( It's enough to be a mod of a map but a different map in total would be up to debate.
While it isn't as unusual in its topology as some of the maps I made with half inbase naturals or two different naturals or whatever. It's not a daybreak clone because it doesn't give you a single choke to your third that is 2-3 forcefields wide. It gives you no 1 forcefield wide chokes to your half third.

Natural design does look a bit like Abyssal City though, except that Abyssal City again uses that single choke while I opted for many smaller chokes which change the dynamic.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Unsane
Profile Joined September 2010
Canada170 Posts
Last Edited: 2013-02-05 03:09:43
February 05 2013 03:08 GMT
#48
On February 05 2013 04:59 Drake Merrwin wrote:
Sigh. I'm going to ignore your blatant ignorance of FFE (from why it's better to why it is not the reason PvZ is awful) to your poor understanding as to why Protoss match ups are a mess in general, and even why half bases do the opposite of what you want them to do, simply for the sake of discussion. Basically, I'm going to assume that you can FFE and hold a third in PvZ on this map.

That being said it's a Daybreak clo- actually it's an Abyssal City clone. =( It's uncanny. Yeah, the centre, chokes, and routs are different but I don't think it's different enough. =( It's enough to be a mod of a map but a different map in total would be up to debate.


While the broad layout may be fairly similar to another map (im willing to bet almost every map has a 'sister' map), the engagements themselves should look quite different. The 'finer' layout is very different. The XNTs hold more purpose than to simply look at the center of the map. The half nodes toward the middle of the map are actually in the middle of the map, not hugged up against the main.

EDIT: instantly, a huge difference id see in PvZ is an immortal all in would need to expend twice the FFs to push into the nat and that strat needs to eat shit and die.
"What is the plural of y'all? All y'all." -Day9
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 05 2013 04:36 GMT
#49
Sentry/immortal all in is pretty dead in HotS.

Apart from that the natural design does look a bit like Abyssal in some way. Apart from that the only resemblance it has to Abyssal is the amount of bases, like that's literally the only other thing.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Unsane
Profile Joined September 2010
Canada170 Posts
Last Edited: 2013-02-05 05:10:13
February 05 2013 05:09 GMT
#50
On February 05 2013 13:36 SiskosGoatee wrote:
Sentry/immortal all in is pretty dead in HotS.

Apart from that the natural design does look a bit like Abyssal in some way. Apart from that the only resemblance it has to Abyssal is the amount of bases, like that's literally the only other thing.


Touche, watching too much WOL pro stuff lately where immortal allin is still a very large threat. (even though i cant specifically recall a game where its been used recently).

You have no reason to worry about it looking like abyssal. Just from the overview pictures, Abyssal's playable area looks to be half as small as this one's. If you were to double or halve any map's proportions you'd have an entirely different map, imagine even steppes of war at double the size (excluding ofc main ramp and maybe nat ramp), it'd be a completely different map. I can recall IdrA doing a hydra-spine push on steppes with ovie creep spread(i THINK in beta), now imagine that same push on something like taldarim (assuming cross spawns, or any other map), wouldn't work.
"What is the plural of y'all? All y'all." -Day9
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 05 2013 05:35 GMT
#51
It's not even proportions, the entire layout of the map is different. The only remote resemblance is the natural design and the base count. Via that argument Cloud Kingdom and Daybreak are very similar.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
moskonia
Profile Joined January 2011
Israel1448 Posts
February 05 2013 06:27 GMT
#52
On February 05 2013 13:36 SiskosGoatee wrote:
Sentry/immortal all in is pretty dead in HotS.

Hmm...Did Blizzard change anything that I did not hear of? Because there are no new ways to counter the Immortal Sentry all in for all I know.

Just because it might not be used, does not mean its not usable.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 05 2013 07:12 GMT
#53
There are plenty of new ways, such as swarmhosts, in HotS gasless third is also uncommon and roach/hydra is far easier to get to which crushes it. Burrow at hatch tech also helps of course.

You just almost never see it any more and the few times I saw it I beat it without much preparation because in HotS, at least for me. Roach/hydra into roach/hydra viper is very common and roach hydra just beats it. The addition of the viper makes a roach/hydra midgame army more viable because roach/hydra/viper works a lot better than roach/hydra/corruptor versus colossi to the point that I'm seeing a lot of Protoss players go more zealot/ht like styles versus Zerg now because vipers are pretty useless against that and templar can feedback them anyway. Apart from that the major hindrance to zealot/ht in Pvz has always been fungal being brutal on melee units but infestors are some-what out of use now in HotS.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 06 2013 14:48 GMT
#54
So I had a couple of ZvT's against mech which was kind of interesting because the expansion layout at all didn't go how I expected:

[image loading]

Which is honestly pretty cool. Like how a lot of Terrans on CK nowadays take the other base as their fourth as a staging point to attack Z's fourth. I like it when people really think about which expos to take.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
moskonia
Profile Joined January 2011
Israel1448 Posts
February 06 2013 16:18 GMT
#55
Hmm, before now I look at this map and said (unconsciously) "its a siskos' map, so it sucks" (no offense ), and so it seemed like a horrible map from the overview to me, but after looking at it again while trying not to have a prejudice opinion on it, I think it could be play out really nice, but the only thing I hope you reconsider is the amount of expansion, it is simply too low. Having a low amount of bases does not add options, while it removes possible lategame option.

To see a game where all the bases are mined out is pretty bummer, unless its like a 1 hour game or so. I understand why you made the map to have few bases, but I think that having at least one more base would make for better games that reach the lategame.

I might not have seen it in the thread, but I wonder if anyone suggested making the half natural a full base and than adding a half base (I think a proper location for one would be between the red 3 and 5 bases), this would make it possible to get to the lategame while still not allowing to turtle too easily. I see no real reason for the 3 red to be a half base, since its very open and not in a forward position..

I personally don't really mind the hard FFE, since I barely do it anymore, but i hope its still possible to do it, because removing options is bad. I think people forget that this is HotS, and therefore it should still be pretty easy to defend a roach ling all in, although a mass of early slow or speed lings should be pretty hard to stop (since it hard to wall).

If you want I would love to have a game on the map, just join the Melee Mapmakers group's chat and we can play.
nomyx
Profile Joined June 2012
United States2205 Posts
Last Edited: 2013-02-07 00:04:39
February 07 2013 00:01 GMT
#56
On February 04 2013 17:02 SiskosGoatee wrote:
Show nested quote +
On February 04 2013 16:55 Sated wrote:
On February 02 2013 19:56 SiskosGoatee wrote:
On February 02 2013 19:31 InfCereal wrote:I'd much rather a map have its own meta than the map fit the meta.
Honestly, I liked the game more back when you had to use a different strat for every single map. Maybe it was just because the game was new but I recall myself having a childlike enthusiasm for SC2 back in the days of mass void raying on scrap station simply because it was a strat that only worked on scrap station. Nowadays you can do the same strat on every single map and seeing the same opener every single game bores the hell out of me. I 11p every ZvP because everyone FFE's anyway.

Back then, expanding was a decision rather than a build order and I like that more. You would actually scout, check what your opponent was up to and then decide if it was safe to expand or not. I remember Husky having his usual stupid comments about why supposedly pros would FE so often while many of his viewers tended to die when they did that and he jabbered on about how their micro was so good that they could hold it or whatever. No smarty, they scouted and determined if it was safe to so.

Raises the skill ceiling of the game and all.

I still tailor my builds to the type of map and the build that I expect my opponent is likely/unlikely to use. Certain maps are good for pressure as Protoss for different reasons in different match-ups, and some are better for turtling in different match-ups. If you're as "good" as you claim to be, you'd realise that...

Making a bad map because you want it to have its own meta is silly. People just won't play the map, because they don't want to have to make time for it.
Oh please, link me a single recent PvZ game that didn't start with a forge FE. I'm pretty sure if you ported those protoss players to XNC they wouldn't forge FE.

You barely can get around forge FE any more these days, maps force it because a single spine stops any and all pressure.


Lure vs Jaedong game 1 on Bel'shir Vestige and game 2 on Whirlwind. Lure opens with Gate-Core-Nexus as opposed to FFE. He opened with the Gate-Core-Nexus build as opposed to FFE because he knew the long rush distances would hinder Jaedong from doing a roach/ling attack (something that can be hard to hold as a Protoss, especially if they do a 2-base version of this).
DreadLocK
Profile Joined August 2012
Canada49 Posts
February 07 2013 03:54 GMT
#57
Abyssal City much lol
Fatam
Profile Joined June 2012
1986 Posts
February 07 2013 06:30 GMT
#58
there's a couple similarities but I'd say it's not that similar overall, the middle especially is completely different
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 07 2013 07:06 GMT
#59
This map is as close to Abyssal City as Korhal Compound is to Ohana. Same amount of bases, vaguely similar natural design, that's it.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Unsane
Profile Joined September 2010
Canada170 Posts
February 07 2013 11:14 GMT
#60
On February 07 2013 12:54 DreadLocK wrote:
Abyssal City much lol

This idea has already been brought up and discussed in this thread.
"What is the plural of y'all? All y'all." -Day9
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